Career Officer
Join Date: Jun 2012
Posts: 3,400
# 21
02-27-2013, 12:37 PM
Quote:
Originally Posted by frtoaster View Post
Sorry, this is off-topic, but what is the "Disruptor Shield Resist Penalty"? I thought the disruptor proc only affected hull. Did they change something?
That's Elite Fleet Disruptors.

2.5% chance to proc -25% shield resistance.

Even though you are limited to ACCx1 maximum and stuck with DMGx2, this is easily a better proc than Tetryon could have ever hoped to be and imo is just a wee bit too strong for a passive proc.


The Fed side one is similarly bad, although not nearly as strong (IMO, anyway).

IT's a passive 2.5% to heal your shields. So more passive healing...from shooting people.


Last edited by ussultimatum; 02-27-2013 at 12:40 PM.
Lt. Commander
Join Date: Jun 2012
Posts: 190
# 22
02-27-2013, 01:07 PM
Simple fix - Add a DOFF skill that causes BFaW to proc a hit target to change their target to you. You trigger BFaW, there's a chance for every target you hit to switch to you (this proc should be in two parts, a chance to trigger when BFAW starts (say 10%-25% based on rarity), then a chance to cause the targeting switch per hit (again 10-25% based on rarity). This would force enemies to deal with the engineer/tank first since it would be difficult to attack/kill anyone else with the target shifting.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 23
02-27-2013, 01:14 PM
Quote:
Originally Posted by moronwmachinegun View Post
Simple fix - Add a DOFF skill that causes BFaW to proc a hit target to change their target to you. You trigger BFaW, there's a chance for every target you hit to switch to you (this proc should be in two parts, a chance to trigger when BFAW starts (say 10%-25% based on rarity), then a chance to cause the targeting switch per hit (again 10-25% based on rarity). This would force enemies to deal with the engineer/tank first since it would be difficult to attack/kill anyone else with the target shifting.

Anyone with a beam of some kind can use BFAW.

Captain
Join Date: Aug 2012
Posts: 13,675
# 24
02-27-2013, 04:44 PM
Quote:
Originally Posted by moronwmachinegun View Post
Simple fix - Add a DOFF skill that causes BFaW to proc a hit target to change their target to you. You trigger BFaW, there's a chance for every target you hit to switch to you (this proc should be in two parts, a chance to trigger when BFAW starts (say 10%-25% based on rarity), then a chance to cause the targeting switch per hit (again 10-25% based on rarity). This would force enemies to deal with the engineer/tank first since it would be difficult to attack/kill anyone else with the target shifting.
And if this was ever introduced into PvP in STO... I'd walk away, create a blog, Facebook page, print out flyers and stick them under the windshield wipers of all the cars at the local mall... warning people to stay away from STO.

Why on Earth do people think that forcing a player to target something is okay?

It's one thing to have an ability that says don't target me - it's quite another to say that the player should target something specific. It's mind boggling that anybody would think this would be okay. Are people so bedazzled by the mind-numbing usage of artificial threat mechanics in PvE in so many games that they've lost all sense of what a complete fail of a system it is...that they want to introduce it to PvP as well without the least consideration of what it would mean?


Fleet Admiral Geist, Klingon Science Officer
U.S.S. Arcadia, Benthan Assault Cruiser - U.S.S. Deogen, Phantom Intel Escort
U.S.S. Endless, Hazari Destroyer - U.S.S. Naked Sun, Hirogen Apex Battle Cruiser
Rihannsu
Join Date: Jun 2012
Posts: 1,531
# 25
02-27-2013, 06:31 PM
Quote:
Originally Posted by virusdancer View Post
And if this was ever introduced into PvP in STO... I'd walk away, create a blog, Facebook page, print out flyers and stick them under the windshield wipers of all the cars at the local mall... warning people to stay away from STO.

Why on Earth do people think that forcing a player to target something is okay?

It's one thing to have an ability that says don't target me - it's quite another to say that the player should target something specific. It's mind boggling that anybody would think this would be okay. Are people so bedazzled by the mind-numbing usage of artificial threat mechanics in PvE in so many games that they've lost all sense of what a complete fail of a system it is...that they want to introduce it to PvP as well without the least consideration of what it would mean?
What do you call Scramble Sensors and Anti-matter Spread?
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Captain
Join Date: Aug 2012
Posts: 13,675
# 26
02-27-2013, 06:45 PM
Quote:
Originally Posted by webdeath View Post
What do you call Scramble Sensors and Anti-matter Spread?
They don't force you to target somebody specifically. They mess with your sensors. If there was an AoE Jam Sensor that removed everybody else from your screen outside of the person that used it...it still wouldn't be the same as forcing somebody to target a specific player.


Fleet Admiral Geist, Klingon Science Officer
U.S.S. Arcadia, Benthan Assault Cruiser - U.S.S. Deogen, Phantom Intel Escort
U.S.S. Endless, Hazari Destroyer - U.S.S. Naked Sun, Hirogen Apex Battle Cruiser
Captain
Join Date: Nov 2012
Posts: 585
# 27
02-27-2013, 06:56 PM
Quote:
Originally Posted by virusdancer View Post
They don't force you to target somebody specifically. They mess with your sensors. If there was an AoE Jam Sensor that removed everybody else from your screen outside of the person that used it...it still wouldn't be the same as forcing somebody to target a specific player.
But... a Scramble Sensors 3 will force change your target on you randomly.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Captain
Join Date: Aug 2012
Posts: 13,675
# 28
02-27-2013, 07:01 PM
Quote:
Originally Posted by thegrimcorsair View Post
But... a Scramble Sensors 3 will force change your target on you randomly.
Change it again. It's not the same as being forced to target somebody. You're not locked on that person. You don't have to take actions against that target. You still have free will - you still have control.

Imagine instead - that you don't have that control. You can't target anything other than what has taunted you. That if you were able to target something else, that by the time you had, you were back to whatever taunted you.

SS3 requires you pay attention. It's a different ballpark than a taunt.


Fleet Admiral Geist, Klingon Science Officer
U.S.S. Arcadia, Benthan Assault Cruiser - U.S.S. Deogen, Phantom Intel Escort
U.S.S. Endless, Hazari Destroyer - U.S.S. Naked Sun, Hirogen Apex Battle Cruiser
Career Officer
Join Date: Jun 2012
Posts: 341
# 29
02-27-2013, 08:41 PM
Ehhemm, Engineers....
Captain
Join Date: Nov 2012
Posts: 585
# 30
02-27-2013, 09:42 PM
Quote:
Originally Posted by virusdancer View Post
Change it again. It's not the same as being forced to target somebody. You're not locked on that person. You don't have to take actions against that target. You still have free will - you still have control.

Imagine instead - that you don't have that control. You can't target anything other than what has taunted you. That if you were able to target something else, that by the time you had, you were back to whatever taunted you.

SS3 requires you pay attention. It's a different ballpark than a taunt.
That's what I thought you were getting at, thank you for clarifying. Yes, we do not need Force Attacks. Ever. It's a much more elegant solution, though harder to design, to design a scenario where targeting an Engineer is useful.

------

Tactical Captains make the opponents of their team dead, or at the very least, are likely to make them much closer to dead, and through this capacity to kill must be dealt with to keep your team from existing to drive up your opponent's score. This is accomplished through resisting & repairing their damage as well as controlling their ability to attack effectively via debuffs of various flavors.

Science Captains make your team's opponent's dramatically more vulnerable to being killed while simultaneously reducing the danger that opponent Tactical Captains pose by assisting their own team with resisting the damage dealt by said Tactical Captains.

Engineering Captains are able to, themselves, resist tremendous amounts of damage, but not more than an opponent team can bring to bear on them and are otherwise reliant on the same Bridge Officer powers to support their team... the same powers available to the other two Captain types.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 06:34 PM.